We assist kids in accessing proactive solutions via "organically oriented" coherent, unbiased information.
Through the curriculum users learn computer and communication skills to facilitate their employment
By exploring the age appropriate reference material (and case studies/peer content / content donated by teen related non profits), users have the opportunity to guide their own decision making processes.
By participating in the game, users share in experiences with
peers, and contemplate the truth and
consequences of those events.
The content, independent projects, are placed onto the relevant
chapters of the site for reevaluation by peers. All content supplied
by students is protected by anonimity, and all content is reviewed before
posting -Levels of information dissemination may have to be edited or parentally
approved if nececessary. The Game is
an exploration in cause and effect. The object is to empower the player
while improving their decision making abilities. Oriented toward putting
the laws of cause and effect into motion, the player makes choices: First
by selecting an avatar to bring into play a la "It's a Wonderful Life"
and second showing that the decisions made, and moral dilemmas dealt with
or ignored, will ultimately affect the quality and conditions of the lives
they are responsible for. Real time data feeds and stats make each chapter's
"issue" a valid event. As the game is ongoing - users input is also a factor.
The Reference Area:
content
supplied per niche crises by large content corporations, publishing companies,
as well as the social service index and govt statistics. This material
will be significantly placed into areas where user content is also provided,
enabling users to get the facts in specific to their area of interes, and
where non profits near and far can share their existence (as well as their
content within other reference icons of the site.)
All three providing a "systems approach" to the thinking process.
Content that is significantly placed alongside the underlying database
of textual information (including subjects of biology, psychology, laws,
the penal system, news items and information from the social service index
and content companies) provides not only the overview of each subject,
but also how these elements interact with each other.
For example: Regarding the use of tobacco incidence of kids smoking:
next to cost of cigarette companies spent on advertising to kids
next to number of people dying of cancer
next to a students experience of loosing a loved one
next to an independent study of the chemical components in processed
tobacco
next to the history of tobacco
next to judicial cases regarding tobacco
next to tobacco companies political influence
next to the chemical additives in tobacco products
next to peters independent study on those chemical additives and the
body
next to Cathy's interview with her mom who smokes
next to David's interview with his father who is dying of cancer
next to advertisements regarding tobacco use
next to info from the cancer society
next to information on where to get help locally
next to a monitored chat line
next to information from smoke enders and
all 800 help lines
(serviced by interns
of MFCC programs as part of their 2000 hours of community service)
This crystalization/coherence of content allows the user
to see how society fuels itself,
as well as why/how/which issues are prevalent or emerging in
society.